Jump to content

Implementing forces in Unit Motion


Recommended Posts

These are videos from a current work in progress to implement different forces into unit motions, like inertia, knockbacks and charge attacks! The values would be very customizable in unit templates for mods too!

    Edited by Atrik
  • Like 6
  • Thanks 2
Link to comment
Share on other sites

Indeed it looks good, although infantry seems to be moved less than it should on the first video, and the ship way more than it should. I’d reduce the "mass" of infantry (I guess it’s not really possible to throw some to the ground or send someone flying from time to time? :P), and increase it quite a lot for the ship, along with greatly increasing the "dampening" effect of water. Ships getting cramped and not able to break off was a thing, and a weakness for ramming ships, which needed some space to accelerate for ramming, and didn’t transport a lot of soldiers not to be slow, making them vulnerable to boarding in those situations.

Link to comment
Share on other sites

3 hours ago, Thalatta said:

Indeed it looks good, although infantry seems to be moved less than it should on the first video, and the ship way more than it should. I’d reduce the "mass" of infantry [...], and increase it quite a lot for the ship, along with greatly increasing the "dampening" effect of water. Ships getting cramped and not able to break off was a thing, and a weakness for ramming ships, which needed some space to accelerate for ramming, and didn’t transport a lot of soldiers not to be slow, making them vulnerable to boarding in those situations.

Noted but for the videos, the unit template parameters are for the "demo". The balancing of it all will be a task on it's own :sweatdrop:, my focus at the moment is to put the features out there as most of them would be optional (so disabled/absent from unit motion).

3 hours ago, Thalatta said:

I guess it’s not really possible to throw some to the ground or send someone flying from time to time?

It could be possible with not too much work on the code side, now that a lot of the structure is already there. But it also require a proper animation, else would look too weird. So that's for another time.. :D

You can note that the boat receiving the blow in the video almost seems animated here but really it's just "hacked" with some rolling motion.

  • Like 1
  • Thanks 1
Link to comment
Share on other sites

4 hours ago, Atrik said:

 You can note that the boat receiving the blow in the video almost seems animated here but really it's just "hacked" with some rolling motion.

When I saw this, it raised a real question for me! 

  • Like 1
Link to comment
Share on other sites

4 hours ago, Atrik said:

You can note that the boat receiving the blow in the video almost seems animated here but really it's just "hacked" with some rolling motion.

That effect is really well done, did you use a trigonometric function to obtain its positioning, or am I just, as usual, overthinking? :P

I was thinking, if the game has some choppy oceanic waters at some point, that could become handy. Besides, that could give different advantages to ships, since Mediterranean ships weren’t ocean-going, unlike northern Celtic ones.

Edited by Thalatta
  • Like 1
Link to comment
Share on other sites

45 minutes ago, Thalatta said:

That effect is really well done, did you use a trigonometric function to obtain its positioning, or am I just, as usual, overthinking?

We use one trigonometric function to determine the hit angle and deduct the amount transferred as angular velocity and add the force to right direction.

 

47 minutes ago, Thalatta said:

I was thinking, if the game has some choppy oceanic waters at some point, that could become handy. Besides, that could give different advantages to ships, since Mediterranean ships weren’t ocean-going, unlike northern Celtic ones.

It's a really nice suggestion that I like, I don't know how animating "choppy oceanic water", it would require to implement a terrain-dependent bonus or effects, then adding the force would be easy now. However i like it, not sure about what would be the timeline to even have the features enabling this.

  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...